Foon → Ludum Dare Explorer → LD53 → Feedback comment stats → fae.pdf
Feedback comments for LD53
fae.pdf's games and stats for all events →
| Timestamp | Since previous | Game | fae.pdf's comment | |
|---|---|---|---|---|
| May 2 11:04:30 | Delivered with care | ♥ 3 | What a cute, tiny game! The scope has been handled really well. I loved the gameplay of "slingshotting" that emerges from the mechanics, where you find yourself flying for very short bursts of time and trying to guessland as close as possible to where you need to be delivering the package! It gives a good flow to the game, alternating between short bursts of high speed, very approximative "general direction" movement (which feels good and is fun) and short bursts of frantically running around and trying to get situated to deliver the package (which delivered a sweet bit of tension to me). The game did not seem to be very hard or tense though, so I never felt really pressured to go as fast as possible, and only did it because it was the most fun way to play for me (but other people might end up missing on that fun because the game doesn't seem to require it, but that's still fine). The graphics are super cute as well. The Kiki remix has a very Microsoft Puzzle Collections retro feel. Awesome work! I think it probably would have really shone with a little more feedback (SFX?), maybe a slightly smoother UX? (some things were not immediately clear, and though I ended up understanding them alright, it might not be the case for everyone! Understanding the mana system takes a little while, for what I've seen when other people played the game) | |
| May 2 12:07:17 | 1h 02m | Punchline 'em all | ♥ 3 | It took a little bit to understand how the game functions, but it was pretty fun afterwards! Finding all the right rhymes for a sequence was very satisfying, and reading out loud the lines while playing with my friend was indeed really fun! Good job! |
| May 2 12:25:50 | 18m 33s | The Frog Prince | ♥ 2 | A cute take on a sokoban! I like how you tried to add some frogger elements to the classic, more puzzley gameplay. I enjoyed it, although it sometimes felt like the two design elements were somewhat at odd with each other. I now crave some further exploration of that specific design space. I also enjoyed the progression of the game, introducing each element of the final level separately. Good job! |
| May 2 15:58:14 | 3h 32m | Mad Meow: Purriosa's Panic | ♥ 1 | As always, cosmic adventure squad delivers! Such nice, pretty, playful, colourful graphics! A really tight, efficient gameplay loop. Gave me strong oldschool flashgame vibes! The click & drag controls and the upgrade systems were a really nice way to craft something fun and pretty fresh from classic mechanics, all in a really cute and whimsical package. Awesome work to the entire team, and thank you as usual! The bullets were a little at odds with the rest of the art, though! The game seemed rather simple though. It felt like just adding one segment with the basic canon and upgrading everything was largely enough to win comfortably; making a big truck is heavily disincentivized by the loss in maniability, increase in difficulty with dodging everything (which can actually become impossible), the financial loss of paying for the new segment, and the risk of losing parts. This balance issue made the upgrade/buying system somewhat irrelevant: by that, I just mean it did not seem to hold any meaningful, interesting decisions. This is mostly a detail, and the game felt extremely polished and fun and good; incredible job! |
| May 2 16:35:14 | 37m 00s | Magic Map of Adria | ♥ 5 | Magic Map of Adria by Shiiro10Psi - Opera.jpg Tried to maximize the profits, it turns out that the game is extremely generous with how many days the game allocates to us for the itinerary; only the levels that you can't cross with modifications are required to reach the destination in time. Too bad that, for an optimization game like that, you can't keep your last itinerary and you have to redo everything when you click on one of the segment of the itinerary. It was really fun, even if it's such a simple game, I like the almost zachtronics-like take on a classic puzzle-toy, and the packaging/context/narrative design of these taquins! Good job and really nice layering. |
| May 2 17:18:55 | 43m 41s | Superfetch Dog | ♥ 3 | Oh my god. Just a single line completely broke me. That twist is so powerful and effective. How dare you. It's so polished, so efficient, so full of juice, so full of heart. The storytelling is minimalistic but effective. The progression of the difficulty works well. On the other hand, it was very easy to accidentally pick the upgrades before they even finished displaying themselves, which prevented me from seeing the gorgeous upgrade cards. Incredible work as always, thank you. I'll be playing the full version. |
| May 2 19:18:06 | 1h 59m | Dante's Delivery Service | ♥ 5 | Really enjoyed this experience. The swap at the end of the day was unexpected! I loved how the two different vibes are bound together by gameplay commonalities, but reinforced by the differences. The day-phase works as a sandbox to learn the layout of the town in a risk-free environment, but also creates an economic pressure to be fast enough to get stronger to go farther when playing at a higher level. Strong loop. I really appreciated the doomlike aesthetics of play and visuals! As always, the daytime graphics were absolutely adorable, in your usual style; but I really loved the contrast with the new night-time looks. It's fun to see something that strays from Different Strokes & 10 Seconds Mixtapes, even though you seem to have incorporated your signature robust online features with that trackmania-style leaderboard. Excellent work, thank you! |
| May 2 19:38:37 | 20m 31s | Cat Elite | ♥ 4 | Pretty fun experience! I liked it! The ship was quite hard to steer, and it was a bit difficult for me to aim as well. But the graphics were really playful and expressive and the theme is buckwild, I love it! Running over people in space to cook them and can them up has a very special brand of funk to it. Incredible work with the gravity, but I ended up being trapped in a black hole, which I did find rather funny. (But you might want to make it slightly easier/possible to escape it.) Good job!! |
| May 2 20:42:41 | 1h 04m | Rogue, fluff & nuts | ♥ 1 | Cute entry! The trees felt a little laborious though. I'm glad I found the shortcut to get back to the seller at the end! I like the good vibes of the game, it made me smile! Nice work, especially for a Compo game! |
| May 2 21:51:20 | 1h 08m | Baby Dino Delivery | ♥ 1 | Baby Dino Delivery by Cody Mace - Opera.jpg A nice match-3 game that pushes it somewhat elegantly into the realm of the puzzle game. I wish the decision was taken further: maybe we could "deliver" at any points to progressively trigger falls and chain reactions at intentionally selected points, accumulate moves to spend in difficult situation, and move blocks in an intentional fashion without needing to match-3 when moving them. It feels like quite a few situations are unsolvable, and it's rather frustrating. I had fun though, and enjoyed my time with it a lot. The baby dinosaurs are absolutely adorable and the vibe is really cute. |
| May 2 23:16:45 | 1h 25m | Storky McStorkface Express | ♥ 2 | The visual aesthetic is completely fucked in the best way, I loved it. The game feel is actually really nice as well! It's in the same ball park as getting over it, albeit significantly nicer - it feels fair and pretty good. I finished it, and had a very good time doing it. It's fascinating how much adding a forward impulse when flapping changes the game feel and the functionality of a flappy bird-type controller. Carrying the different animals adds another layer to this, and it's overall interesting even though the game is very simple. Starting while looking at the wall is absolutely sinful though. I died absent mindedly so any times because of this! It was somewhat funny to me whenever I'd chain kill myself against the wall on accident though. Great job!! |